Boots - Movement Speed Should Be Implicit Affix

Need to keep this thread alive and hopefully GGG sees it and fixes for next patch. This would be a great QoL improvement.
Last edited by CharlesJT#7681 on Dec 19, 2024, 8:54:34 AM
I don't agree.

Lay out the pros and cons of finding a pair of really great tri-res boots, but with no MS VERSUS a single-res pair of boots with 20% MS. This type of decision is what the game is about, and how you end up really defining your character.

I agree with the OP, 100%.

I agree with GGG's direction of slowing down the game, minimal to no movement speed skills. But then make movement speed implicit.

Last night I have about 8 or 9 REALLY good boots (high life, high res, one did have 30% movement but no life so eh...). I wasted loads of currency trying to get ONE of these boots with life/res to hit movement speed. In a game that forces an immense amount of slog (which is more or less welcomed compared to the speedball nonsense of poe1), this change would be huge.
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To improve itemization, every pair of boots should have movement speed as an implicit (as opposed to prefix). There are a lot of boots you can't use simply because they don't have movement speed. This change would make traversing the game better and a huge QOL improvement. The implicit affix could spawn with escalating tiers based on item rarity:

* 5-10% Movement Speed (Normal Boots)
* 10-15% Movement Speed (Magic Boots)
* 15-20% Movement Speed (Rare Boots)
* 20-30% Movement Speed (Unique Boots)


Totally disagree. Movement speed is just like any other optional stat. This whole idea that its a "necessary" mod on boots is ridiculous.

Having it be an implicit makes itemization WORSE.....it completely eradicates any competition below unique boots (if you truly deem the mod to be mandatory lol). Your whole argument makes no sense, because all this "solution" would do is make 5-15% movement speed boots "you can't simply use".
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Dec 19, 2024, 9:57:49 AM
Yeah, no MS on boots = charsi food

In poe1 that works cause we have mobility skills, not in poe2 tho.
they can add 1-5% movement speed boots for start of the game imo. every blue boot and higher rarity can have a movement speed modifier.


here is a way to make movement speed modifiers on boots more interesting:

A new pool of speed modifiers + specific attributes. Basically 2 modifiers counting as one. They can be specializes for dif purposes so you end up desiring the ones that are suitable for your class or build or for certain deficiencies.

Examples for start of the game:
"of the Barbarian": 1-5% movement speed + 1-4% increased damage with Maces and Axes.
"of the Treasure Hunter" 1-5% movement speed + 1-10% increase in gold dropped.


higher level options: ''firewalker'' 5-15% movement speed + 10-20% less ignite damage taken + 1-5% fire resist.
etc etc




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This sounds like a great idea, it is very hard to consistantly good ms on boots due to how rares work.

It also is VERY important when thinking about boss design, a lot of them were made on the assumption that the player is wearing movespeed boots and as such things like Geonors slam are just a little too big.
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ziggro#7495 wrote:
Yeah, no MS on boots = charsi food

In poe1 that works cause we have mobility skills, not in poe2 tho.


True, no MS on boots is charsi food.
Last edited by CharlesJT#7681 on Dec 21, 2024, 12:28:47 PM
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I don't agree.

Lay out the pros and cons of finding a pair of really great tri-res boots, but with no MS VERSUS a single-res pair of boots with 20% MS. This type of decision is what the game is about, and how you end up really defining your character.



In PoE 1 this was passable choice because we had many more options to mitigate not having speed on boots - movement skills, other sources of speed like flasks and onslaught. I would not feel that bad making that choice.

In PoE 2 however not having any speed on boots feels so much more horrible because of the size of maps and very few alternatives not available to most. 30% MS very closely translates to me clearing a map 30% faster here.

On top of that all these boss mechanicswe should be doing now feel pretty much impossible without movement speed.
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I don't agree.

Lay out the pros and cons of finding a pair of really great tri-res boots, but with no MS VERSUS a single-res pair of boots with 20% MS. This type of decision is what the game is about, and how you end up really defining your character.



Resists are a suffix. Movement speed is a prefix. Movement speed on boots isn't costing you resists or attributes, it's costing you defense or life rolls.

That said, I tend to concur with the original idea. Boots with no movement speed feel horrid, and getting a set of boots with otherwise-excellent affixes that have no movement feels like a bingo card that's one box shy of three different bingos. Having thought about it for a while, baking the movement modifier into an implicit on the boots is one solution.

Another is simply letting the character gain movement speed through the campaign the same way they currently gain Spirit, to an endgame default of everybody picking up +30% movement speed by the time they hit maps. Adjust the MS modifier on boots to be dramatically smaller, or eliminate it entirely. Either way, it doesn't feel like real itemization to have a stat that's absolutely mandatory on this one single specific piece of gear, to the point where a five-divine set of boots drops to a 1ex set of boots if it suddenly has no movespeed.
She/Her
I would increase move speed by 10% for all characters and reduce the move speed bonus of items and skills a little to counterbalance.

This is the best solution in my opinion. The Increase move speed of boots could still be considered a luxury, but it would be a lower number.
Last edited by Naydemonium#5886 on Dec 23, 2024, 4:37:19 PM

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